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jwierer

Visual bB 1.0 - a new IDE for batari Basic

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I do have a project set. Your program required me to make one so I did. Otherwise I wouldn't have. It asks me to select it every time I start up. I will admit, though, I have no idea what the project does.

 

I wonder if that happens if you have no default projects set? I'll have to check and see if I don't do a check for that. It's a pretty innocuous error, though I could see that being annoying. Given what it says it happens when it's closing and trying to save settings back to the registry.

 

-Jeff

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I do have a project set. Your program required me to make one so I did. Otherwise I wouldn't have. It asks me to select it every time I start up. I will admit, though, I have no idea what the project does.

 

A project is a logical grouping of all the sprites, playfields, and code used in a game. VbB creates a folder on the file system and stores all the files for that program in a single place. This way you don't have to manually sort code between projects because you have a single folder with everything relevant to that "project".

 

-Jeff

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For me "project" is anything I type into my .bas file, because I don't design anything and save it separate. I don't design sprites in some other program and save them. I just type them in myself. But after your explanation I do understand.

 

A project is a logical grouping of all the sprites, playfields, and code used in a game. VbB creates a folder on the file system and stores all the files for that program in a single place. This way you don't have to manually sort code between projects because you have a single folder with everything relevant to that "project".

 

-Jeff

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For me "project" is anything I type into my .bas file, because I don't design anything and save it separate. I don't design sprites in some other program and save them. I just type them in myself. But after your explanation I do understand.

 

A project is a logical grouping of all the sprites, playfields, and code used in a game. VbB creates a folder on the file system and stores all the files for that program in a single place. This way you don't have to manually sort code between projects because you have a single folder with everything relevant to that "project".

 

-Jeff

Creating a sprite or playfield in the sprite/playfield editor is faster, in my opinion, and makes reuse in other programs a bit easier, but to each his own.

 

-Jeff

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just found a new feature on the program when I was working on playfield,

I found out that you see the playfield in the emulator.

but there might be bug in it, when I do mirrored playfield

it comes out messed up when it do normal playfield it comes

out normal.

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just found a new feature on the program when I was working on playfield,

I found out that you see the playfield in the emulator.

but there might be bug in it, when I do mirrored playfield

it comes out messed up when it do normal playfield it comes

out normal.

 

Yes that's actually by design. If you try to preview a standard kernel playfield in a multisprite kernel or vice versa you'll get some interesting results so you want to make sure you choose the correct one for the type of playfield your using. Even then it won't be perfect because I use a very simple project that might not set the correct dimensions. I guess I could modify it to support custom options, but if you need anything other than a simple preview you're better off creating a project and dropping the playfield into it.

 

-Jeff

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just found a new feature on the program when I was working on playfield,

I found out that you see the playfield in the emulator.

but there might be bug in it, when I do mirrored playfield

it comes out messed up when it do normal playfield it comes

out normal.

 

Yes that's actually by design. If you try to preview a standard kernel playfield in a multisprite kernel or vice versa you'll get some interesting results so you want to make sure you choose the correct one for the type of playfield your using. Even then it won't be perfect because I use a very simple project that might not set the correct dimensions. I guess I could modify it to support custom options, but if you need anything other than a simple preview you're better off creating a project and dropping the playfield into it.

 

-Jeff

I'm using a mirrored playfield (in multrisprite kernel) but at pf height of 7(I see it's set for 88) so basically at standard it will come out like half the triangle instead of full.

thats no problem as long I know how to do it.

keep up the good work though.

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Here's a small update with some new features and bug fixes. New build posted to first post

 

[New] Added Score Table Editor for editing score_graphics.asm

[New] Sound Editor will launch ToneToy if an emulator is set and ToneToy.bin are present

[improved] Playfield Preview should work better for larger playfields

[bug]Hitting Compile when no code is open generates unhandled error

[bug]Index 0 is out of range error when closing VbB occurs when only one emulator is set

[bug]Debug Cyclescore Compiler Directive missing from Command List

[bug]Save All gives "object reference error" when playfields are open

 

post-5778-1220307942_thumb.jpg

 

And perhaps a few things I've forgotten.

 

-Jeff

Edited by jwierer

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Here's a small update with some new features and bug fixes. New build posted to first post

 

[New] Added Score Table Editor for editing score_graphics.asm

[New] Sounder Editor will launch ToneToy if an emulator is set and ToneToy.bin are present

[improved] Playfield Preview should work better for larger playfields

[bug]Hitting Compile when no code is open generates unhandled error

[bug]Index 0 is out of range error when closing VbB occurs when only one emulator is set

[bug]Debug Cyclescore Compiler Directive missing from Command List

[bug]Save All gives "object reference error" when playfields are open

 

post-5778-1220307942_thumb.jpg

 

And perhaps a few things I've forgotten.

 

-Jeff

how do you start the sound editor

(never mind my bad, the bin file wasn't the same location as the vbb,I moved it and it works now)

Edited by Dan Iacovelli

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Doh! I forgot to update the build number. I just uploaded the correct binary to Post #1. Technically speaking it's the same functionality with the correct build number.

 

Sorry,

Jeff

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jeff, keep up the good work on this project.

I just used it to change the playfield for the end screen.

I'm not going to post the game just yet until

I get the levels added which is hard to do.

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This is just awesome. I have been so grateful for the editors Would there be future plans to have a gif import funtion so that frames can just fall into place for an animation and then just tweak the seting a bit after the import? Just as long as the image is 8 pixels wide. :)

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This is just awesome. I have been so grateful for the editors Would there be future plans to have a gif import funtion so that frames can just fall into place for an animation and then just tweak the seting a bit after the import? Just as long as the image is 8 pixels wide. :)

If everything goes well and no glaring bugs are found, there should be a VbB update tonight sometime after 2 in the morning (Eastern time) and I'll be able to post a link to the new VbB page. You'll have an even better version of VbB and a help page to go with it.

 

Although VbB can make an animated GIF, it can't convert a GIF into a sprite yet. Good news is that a program exists right now, called Bitmap to Ascii converter, that can convert an image into sprite data:

 

http://www.atariage.com/forums/index.php?s...t&p=1491964

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This is just awesome. I have been so grateful for the editors Would there be future plans to have a gif import funtion so that frames can just fall into place for an animation and then just tweak the seting a bit after the import? Just as long as the image is 8 pixels wide. :)

 

Something like that came up before. I think the idea of using an image to ASCII converter would be easiest way to achieve a playfield or sprite import.

 

-Jeff

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New build posted to first post Here is a list of new changes

 

First based on feedback, setup and configuration needs to be easier. This is accomplished through

  1. A wizard based configuration for first time setup. For first time VbB users a wizard will launch walking you through the essential settings to get started.
  2. When you go to the configuration tab you can hover over any setting and get tooltips for each settings
  3. We now have help, what actually a configuration guide. Big thanks to Random Terrain for writing an online guide to VisualbB available here.

Other changes

  • Dialog boxes like Find, Palette, Score Editor, Sprite Animator, etc... would not remember their position. Quite annoying actually. VisualbB now remembers these.
  • Variable GIF animation speed. Now when you save an animated sprite you can choose the delay between frames
  • Improved preview playfield in emulator. Now you have the choice to select Standard Kener No_blank_lines
  • Aspect ratios for playfields and sprites look more like they do in emulation
  • You can now show/hide the Information Pane at the bottom
  • File and Project deletes default to the Recycler Bin. In case you delete something you can now restore it
  • Printing now works. If you tried printing before it would only print the first page. Works as should now.

Enjoy,

Jeff

Edited by jwierer

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Looks like a couple of people have downloaded the latest version so far. Newbies should find it easier to use and I hope all VbB users will like the adjusted sprite and playfield editors since they have the same shape now as what you see in an emulator or real Atari 2600.

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Is there a way to add an option in VBB to do this?

 

http://www.atariage.com/forums/index.php?s...&hl=listing

 

That would be great. Maybe be able to turn the list generation on and off.

 

I am adding a title screen to some code someone helped me with and it's not compiling. I'm gonna go use Crimson Editor and the help in that post to generate

a list for now.

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Is there a way to add an option in VBB to do this?

 

http://www.atariage.com/forums/index.php?s...&hl=listing

 

That would be great. Maybe be able to turn the list generation on and off.

 

I am adding a title screen to some code someone helped me with and it's not compiling. I'm gonna go use Crimson Editor and the help in that post to generate

a list for now.

That would be useful, but I don't need to use another editor to generate a .lst file. Take a look at this post:

 

http://www.atariage.com/forums/index.php?s...t&p=1520604

 

I did what SeaGtGruff said and I get a .lst file every time while still using VbB. If VbB could give me an easy way to turn it off and on, that would be nice, but for now I have it fixed so I always get those files.

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Is there a way to add an option in VBB to do this?

 

http://www.atariage.com/forums/index.php?s...&hl=listing

 

That would be great. Maybe be able to turn the list generation on and off.

 

I am adding a title screen to some code someone helped me with and it's not compiling. I'm gonna go use Crimson Editor and the help in that post to generate

a list for now.

That would be useful, but I don't need to use another editor to generate a .lst file. Take a look at this post:

 

http://www.atariage.com/forums/index.php?s...t&p=1520604

 

I did what SeaGtGruff said and I get a .lst file every time while still using VbB. If VbB could give me an easy way to turn it off and on, that would be nice, but for now I have it fixed so I always get those files.

I could add a feature allowing you to select an alternate batch file, instead of defaulting to 2600bas.bat.

 

-Jeff

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Is there a way to add an option in VBB to do this?

 

http://www.atariage.com/forums/index.php?s...&hl=listing

 

That would be great. Maybe be able to turn the list generation on and off.

 

I am adding a title screen to some code someone helped me with and it's not compiling. I'm gonna go use Crimson Editor and the help in that post to generate

a list for now.

That would be useful, but I don't need to use another editor to generate a .lst file. Take a look at this post:

 

http://www.atariage.com/forums/index.php?s...t&p=1520604

 

I did what SeaGtGruff said and I get a .lst file every time while still using VbB. If VbB could give me an easy way to turn it off and on, that would be nice, but for now I have it fixed so I always get those files.

I could add a feature allowing you to select an alternate batch file, instead of defaulting to 2600bas.bat.

 

-Jeff

It's possible to add a line or two in the compile batch that will let you select whether or not to generate a listing file. I even had my own batch file set up that way at one time. I'll see if I can find a backup copy of it.

 

The only "problem" is that it will prompt you every time about whether you want to generate a listing, which can get kind of annoying if it's something you want to do only once in a blue moon.

 

So it would certainly be great if you could add an option to choose between alternate batch files-- it could be kind of useful from a general viewpoint, in case you had variations of the batch file, regardless of what the differences were.

 

Michael

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Well, I know YOU have something that already generates you a .lst file. But what about newcomers? I was thinking that if new people came along and someone told them to generate a .lst file, we could just tell them to turn that feature on in VBB instead of telling them to go read a post and modify some files.

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I installed the newst build so I could try out the Score Editor, but was disappointed to find that it only edits digits 0-9 (as found in the standard version). I often use a 16 digit score_graphics.asm. I know that's a bit of extra work, but if you are willing, I can help you with the technical details

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I installed the newst build so I could try out the Score Editor, but was disappointed to find that it only edits digits 0-9 (as found in the standard version). I often use a 16 digit score_graphics.asm. I know that's a bit of extra work, but if you are willing, I can help you with the technical details

Sure send me the details. I'll see what I can do.

 

-Jeff

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I installed the newst build so I could try out the Score Editor, but was disappointed to find that it only edits digits 0-9 (as found in the standard version). I often use a 16 digit score_graphics.asm. I know that's a bit of extra work, but if you are willing, I can help you with the technical details

Sure send me the details. I'll see what I can do.

 

-Jeff

Also, I tried to create a batch command file that would let the user select whether or not to generate a listing file, but it won't work in Visual bB because the program captures the output during the compile process, but doesn't allow any input. So your idea about letting the user select between two batch files is probably the best way to do it. Perhaps the easiest way to implement it would be to have a checkbox on the settings screen where the user can specify whether an alternate batch file is present, and then have a submenu under Build | Compile that lets the user select batch 1 or batch 2-- and stipulate that the batch files must be named 2600bas1.bat and 2600bas2.bat if there are two alternates (or just 2600bas.bat if there is no alternate batch file present).

 

Michael

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I just noticed that the score editor in Visual bB Build 536 is messed up. It works fine for me in Build 535, but in Build 536 it looks like on the picture below...

Does anyone else have the same problem?

post-12950-1226518687_thumb.jpg

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